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dev:proposals:fuel [2022-05-04 21:23] ywang |
dev:proposals:fuel [2023-01-17 14:44] evictionbot Evict 56independent |
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- | ====== | + | ====== |
- | **Note** | + | ===== Fuel ===== |
+ | Fuel is essential for any real train to run. However, Advtrains trains seem to run using some form of prepetual energy source. | ||
- | seems that in most cases, countries electrify their rail lines, bypassing | + | To rememedy |
- | this problem. | + | |
- | models. | + | |
- | In advtrains, a lot of trains do not have a pantograph and seem to run on | + | ==== Powering Types ==== |
- | diesel. | + | Trains |
- | Trains go into roll mode when the electric potential | + | |
- | enough. The amount of blocks a power source charges is configurable and | + | |
- | defaults at 50. When you reach the end, you must use a track with a third rail | + | |
- | terminal (which is where the rail slopes down to the ground to allow the shoe | + | |
- | to pickup gently), and begin a new third rail section. | + | |
- | To power third rail, you can configure the source to be mesecons, an advtrains | + | * Electric Only |
- | power block, or magic. | + | * Combustible Fuel only |
+ | * Hybrid | ||
- | For diesel locomotives, | + | A train creator can specify the fuel type of the train with either '' |
- | using "refuelling tracks", | + | |
- | only add fuel. | + | |
- | Fuel can be configured to be advtrains diesel, biofuel from the biofuel mod, | + | If a train can run on electric, it checks |
- | oil extract, or anything in the fuel group (if it exists) | + | |
- | Trains do not run without problems. Tubes get blocked. Electric short-circuit, | + | If a train can run on combustible fuel, it has a small inventory of fuel. Fuel calculations are compilcated, so are explained in another section. |
- | Power supplies break, and all forms of other things cause inconvinience. | + | |
- | What i propose is adding this to advtrains. Randomly, one of your rolling stock | + | The locomotive will drop " |
- | suddenly develops | + | |
- | it with a repair tool, which leaves your inventory | + | |
- | again at full speed. There is also a maintinince track, which works in the same | + | |
- | way as a loading track but with repair tools. | + | |
- | For better identification, | + | A mod can then create the " |
- | using a command | + | |
- | All of the above is configurable. Users can turn on whether trains use fuel, | + | ==== Running out of fuel ==== |
- | need repair, and what type of fuel you can use. This ensures backwards | + | If fuel of any train runs out, it will come to a rolling stop. The train will be unable to accelerate unless |
- | compatibility. | + | |
- | I send this email as the beginning of a discussion, and potential feature | + | ==== Fuel Calculations ==== |
- | request. I would like to see the feasibility of this. | + | Here are the figures for fuel usage, per non-locomotive wagon: |
+ | ^ Action ^ Energy usage in AEU per wagon ^ Energy usage in burntime (20 AEU) per wagon ^ Energy usage in amounts of oil extract (30 burntime) per wagon ^ | ||
+ | | Acceleration | 5 per m/s/s | 2.5 per m/s/s | 3.33 | | ||
+ | | Speed maintanence | 2.5 per m/s | 0.125 per m/s/s | 1.67 | | ||
+ | |||
+ | Let's see how we got to these figures. | ||
+ | |||
+ | Fuel energy measure is calculated in terms of AEU, which is the " | ||
+ | |||
+ | Now, knowing the metric anchor for AEU, we can now do equations to calculate fuel usage. | ||
+ | |||
+ | First of all, let's assume every wagon is exactly 500 kg. Let's also assume the highest speed is 20 m/s. | ||
+ | |||
+ | Ok, so from this, we can get to energy usage. | ||
+ | |||
+ | Let's first get to acceleration. Since the momentum equation is speed*mass, we can see that each additional m/s costs: | ||
+ | |||
+ | 1*500 | ||
+ | |||
+ | or 500 joules per wagon, or 5 AEU per wagon per m/s. | ||
+ | |||
+ | So, to accelerate from 0 to 20, that would be 100 AEU. | ||
+ | |||
+ | And then to maintain speed, we have 0.5 m/s/s of deceleration to counter. | ||
+ | |||
+ | Thats: | ||
+ | |||
+ | 0.5*500 | ||
+ | |||
+ | or 250 joules, or 2.5 AEU per m/s (the reason it works out to m/s is because this is 250 joules for a second of travel at that speed. To find the distance we cover during that second, we use our friend m/s). | ||
+ | |||
+ | So, to keep a speed of 20 m/s throughout a journey of 1,000 m, that's (2.5*20)*1000, | ||
+ | |||
+ | If we had a nice fast 7 carriage passanger train covering that distance, we can expect 581 pieces of oil extract to be used. This would take 6 inventory slots of the 9 in a locomotive. | ||
+ | |||
+ | To take all 9 stacks, that would be (((9*99)*30)*20)/ | ||
+ | |||
+ | It increases if we go at 10 m/s. That would be (((9*99)*30)*20)/ | ||
+ | |||
+ | Don't forget you can change the burntime-AEU conversion factor from 20 to a higher number for larger ranges! | ||
+ | |||
+ | ==== Electrified Rails ==== | ||
+ | Modders are free to add their own system of electrification, | ||
+ | |||
+ | A new advtrains mod inside the modpack, called "third rail", makes the third rails. Third rails come as " | ||
+ | |||
+ | Third rail is the best choice as they are much easier to program (just a new type of rail; no complex OLE logic), and is often easy to hide the pickup shoes if the rail is centred (which means they can be absent). | ||
+ | |||
+ | Third rails will always limit speed to 85% of advtrains' | ||
+ | |||
+ | A third rail track will only be electrified if either: | ||
+ | |||
+ | * '' | ||
+ | * A HV technic wire links to a "power station" | ||
+ | * A mesecons on wire is connected to the third rail and '' | ||
+ | |||
+ | Third rail can only be powered for 250 metres. After this, the rail is unelectrified. This low-area transmission is a feature designed to encourage the development of working OLE (overhead line electrification). | ||
+ | |||
+ | Multiple power sources (which are transmitting power) on the same stretch of third rail will cancel each other out and mean the third rail is unelectrified. | ||
+ | |||
+ | If a third rail does not terminate in a ramp, the electricity " | ||
+ | |||
+ | Depending on a conf setting, people may be " | ||
+ | |||
+ | When a player is being electrified, | ||
+ | |||
+ | If a stretch of track remains unelectrified for any reason shown above, it will report this reason with the location(s) which are causing the errors: | ||
+ | |||
+ | * "POS, POS, and POS are power sources on the same third rail segment. Third rails are not electrified unless only one power source transmits power." | ||
+ | * "POS is an improperly terminated end for third rail. Place a ramp to terminate it properly (wear insulating shoes or you may be electrocuted)." | ||
+ | |||
+ | There are three new nodes for tracks: | ||
+ | |||
+ | * Third rail ramp termination | ||
+ | * Third rail | ||
+ | * Protected Third Rail (Does not electrocute if stood on; but limits speed to 15 m/s) | ||
+ | * Two rail (standard) | ||
+ | |||
+ | The recomended use of third rail is as such: | ||
+ | |||
+ | * Electrify every piece of straight track | ||
+ | * Keep electrification sections smaller then track sections to give you better control | ||
+ | * Leave gaps 3 m away from level crossings; stepping on a third rail is deadly and will kill if enabled. | ||
+ | * At junctions, ALWAYS electrify in-between points if possible (when the track is more then 3 m between points). It's likely a train will be long enough to stand on a third rail, but if a section remains unelectrified, | ||
+ | |||
+ | ==== Crafting ==== | ||
+ | 10 third rail segments can be crafted by using either 10 mesecons or HV technic wire in place of of the middle stick. | ||
+ | |||
+ | 10 third rail ends can be crafted by using either 10 mesecons or HV technic wire at the top of the recipie. | ||
+ | ==== Refuelling Tracks ==== | ||
+ | For combustable fuel, for automatic refuelling, there is a refuel track. This track takes fuel from a below-track chest and moves as much as possible to the train. | ||
+ | |||
+ | The refuel track will automatically stop a train with space for fuel over it and transmit one stack of fuel every 2.5 seconds before sending it away with " | ||
+ | |||
+ | ==== Train HUD changes ==== | ||
+ | To allow for better knowledge of train fuel, the HUD will have these new elements added: | ||
+ | |||
+ | * Display showing AEU remaining with current fuel | ||
+ | * Display showing how far you can go with that AEU, assuming speed does not change from what it is now | ||
+ | * Display showing how far you can go with that AEU, at a constant speed of 20 m/s | ||
+ | |||
+ | Each of these will display on the bottom of the train HUD next to a box saying what they' | ||
+ | |||
+ | If any of these numbers show as 0, the number will turn red and the warning message "NO FUEL" will show. It's up to the driver to: | ||
+ | |||
+ | * Install fuel manually | ||
+ | * Connect to a train with fuel | ||
- | //The following is taken from a reply to the email above.// | ||
- | * How should the amount of fuel/ | ||
- | * How should regenerative braking handle the situation with multiple (different) power sources (e.g. from the technic mod)? | ||
- | * In the case of refueling/ | ||
- | * The vehicle breakdown algorithm should take it into consideration that the maintenance tracks allow periodical maintenance of a train, which reduces the probability of a breakdown. This means that vehicles maintained more often should be less prone to vehicle breakdowns. | ||
- | * The quality of the maintenance (which corresponds to (e.g.) how much is checked for a train) should be considered. A primitive implementation could calculate this based on the time spent on the maintenance track (with a limit on the maintenance status). |